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collision model in hl2 - what are the limits ?

  • Acumen
  • August 10, 2006 at 6:41 PM
  • Acumen
    • August 10, 2006 at 6:41 PM
    • #1

    it's a rather simple question, i guess.

    so i have this giant railing model with like 20 pillars on each side. now i did a simple collision model (2 boxes for each side) then the guy i made the model for said the model needs to have a hitbox around every pillar, so people can shoot through ingame.

    since i have no idea at all about how the models in hl2 are handeled, displayed......i googled a bit and just found a wiki entry that said if a model has more than 16 (or 24 - it said with a special command it can be 24) then the hitbox parts are truncated (i guess that means "deleted").

    so i just wanted to ask you guys, if that number could be true ?

    and i think that if i had 60 hitbox parts in just one model that would be quite performance intensive, but like i said, since i have no idea at all, maybe its all fine to have 60 or more parts as a hitbox - but i just can't imagine, that that's alright.

    i really hope you guys can help me on this

  • insta
    • August 10, 2006 at 6:44 PM
    • #2

    Most valve railings use a box for collision model. Why not just tell the guy that is supposed to use the model to just manually add thin nodraw brushes to the pillars in Hammer?

  • Acumen
    • August 10, 2006 at 6:57 PM
    • #3

    ah, exactly the kind of answer i needed

    so such a nodraw brush blocks bullets, basically ?

    great, thanks a lot twiz and insta

  • twiz
    • August 10, 2006 at 7:37 PM
    • #4
    Quote from Acumen

    ah, exactly the kind of answer i needed so such a nodraw brush blocks bullets, basically ?

    Yes

  • hessi
    • August 10, 2006 at 8:18 PM
    • #5
    Quote from Acumen

    ah, exactly the kind of answer i needed so such a nodraw brush blocks bullets, basically ?

    great, thanks a lot twiz and insta

    there is a special bullet block texture that doesnt create new leafs. he should take this one. nodraw will slow down compiletime and performance ingame

  • Defrag
    • August 10, 2006 at 8:35 PM
    • #6

    Or you can just func_detail it. Look at the valve maps if you need examples

  • Acumen
    • August 10, 2006 at 10:06 PM
    • #7

    alright, told him everything you guys said and send him the smd's with the very simple collision model consisting of 4 boxes, just like had it in mind originally

    this job done, next model to come ^^

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